Esempio n. 1
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 protected Skill_Framework_old(SkillData dataWorking)
 {
     _dataWorking = dataWorking;
     _dataDefault = (SkillData) _dataWorking.Clone();
     _timerCooldown = new FwTimer(TimeCooldown); // for timer init
     _timerBlock = new FwTimer(_dataDefault.TimeBlocked); // remade to this class property
     _playerLevelCurrent = 1;
 }
Esempio n. 2
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 protected Skill_Framework_old()
 {
     _dataWorking = new SkillData();
     FillSkillData(); // abstract
     _dataDefault = (SkillData)_dataWorking.Clone();
     initTimers();
     _playerLevelCurrent = 1;
 }
Esempio n. 3
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    public void Init(SkillData dt)
    {
        data       = (SkillData)dt.Clone();
        img.sprite = data.spr;
        int    lang = (int)GameManager.language;
        string name = data.nameLang?[lang];

        txt.text = name != null ? name : dt.name;
    }
Esempio n. 4
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    public void Init(SkillData dt)
    {
        if (_skill)
        {
            Destroy(_skill);
        }

        string str = string.Format("RogueNaraka.SkillScripts.{0}", dt.name);

        System.Type type = System.Type.GetType(str);

        _skill = gameObject.AddComponent(type) as Skill;
        _skill.Init((SkillData)dt.Clone(), this);

        img.sprite = _skill.data.spr;

        SyncCoolImg();
        SyncCoolText();
        isCool           = true;
        img.color        = Color.white;
        levelTxt.text    = string.Format("+{0}", _skill.data.level);
        levelTxt.enabled = true;
    }
Esempio n. 5
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 public void Init(SkillData dt, SkillGUI gui)
 {
     _data    = (SkillData)dt.Clone();
     this.gui = gui;
 }